Monthly Archives: November 2014

The occult slayer (often called a witch hunter) is someone who fights tirelessly against magic users who have let their hearts and minds become consumed by darkness. An occult slayer is not afraid to dive into the depths of an old ruin, or plunder through a haunted mansion if it means bringing a rogue mage, or evil cleric to justice.

While some occult slayers follow the creed of a god of light or healing, and often team up with paladins or clerics of the same order, others are fueled by vengeance, having had their life destroyed (or the lives of loved ones) by dark and terrible magic.

An occult slayer knows that they are often the only defense against these corrupted forces and are willing to pay a terrible price to do so. All occult slayers become addicted to a potion called Arcania, which grants them many of their powers and abilities to combat magic users.

Brew Arcania– At 3rd level the Occult Slayer learns the secrets of brewing the strange concoction that gives them their powers against the arcane. The herbs and spices needed are usually readily available in nature and the blood of the occult slayer is easily at hand. The occult slayer must spend an hour (short rest) foraging in nature to find the ingredients. Arcania must simmer for one hour on a hot fire. If not used, Arcania goes inert after 24 hours.

At 10th level the occult slayer is able to brew a more potent form of Arcania, causing the potion to last for 48 hours before becoming inert. An occult slayer can never have more than two Arcania potions at one time.

Should an occult slayer not take a dose of Arcania, they suffer Disadvantage to all physical rolls due to going through withdrawal.

Weapon Bond– At 3rd level you are able to bond with one melee weapon of your choice. This ritual takes 8 hours (the length of a long rest) and the weapon is imbued with strange properties as runes are etched into the hilt, blade, etc.

Once the ritual is complete the occult slayer is able to wield this weapon at their magical foes. Spell casters (divine, natural, or arcane) take an additional 1d6 damage if successfully struck by the weapon.

If the weapon is lost or destroyed, the occult slayer cannot bond with a new for one week. After the duration has passed, they can begin the ritual to bond with another weapon.

Detect Magic– At 7th level an occult slayer is able to detect magical auras of people and objects as per the Detect Magic spell (PHB, pg 231). An occult slayer can use this ability a number of times per day equal 1+ Intelligence modifier. When you take a long rest, all expended uses are refreshed.

The occult slayer must have taken a dose of Arcania for this ability to work.

Spell Reflection– Starting at 7th level an occult slayer is able to use the Arcania flowing through their veins to cause spells targeted at them to rebound at the caster. Area affect or touch spells are not able to be reflected. An occult slayer can use this ability once per day at 7th level, twice per day at 10th level, and three times per day at 18th level.

The occult slayer must have their bonded weapon in their hand and have taken a dose of Arcania for this ability to work.

Nondetection Cloak– At 10th level an occult slayer is able to cloak themselves from magical detection once per day as if by the Nondetection spell (PHB, pg 263). This only effects the occult slayer and their gear.

The occult slayer must have taken a dose of Arcania for this ability to work.

Improved Weapon Bond– At 15th level the bond between the occult slayer and their weapon strengthens. If the occult slayer lands a successful attack on a magic caster, they take an additional 2d6 damage.

Blank Thoughts– At 18th level an occult slayer can cause the Arcania in their burn out, granting them immunity to mind-affecting spells such as charms, compulsions, patterns, phantasms, and morale effects. The occult slayer can do this as a reaction. Once the Arcania is out of their system they cannot use any abilities that require a dose of Arcania to function until they consume another vial. They are immune to all these effects for a number of hours equal to 1 + their Wisdom modifier.

The occult slayer must have taken a dose of Arcania for this ability to work.

Improved Mage Slayer– At 18th level the occult slayer now gains advantage on spells cast against them by creatures within 15 feet rather than 5 feet.

I like it when magic is dangerous to cast… That the players know that their character is messing with forces beyond their full comprehension, but the ability to wield that power is beyond the risk. It’s one of the reasons I’m so fond of Dungeon Crawl Classics.

Aside for those unfamiliar with the DCC rules: When a wizard casts a spell they must make a spell check (rolling a d20 + Intelligence modifier + level) to hit a target number. For level one spells the base success rate is a DC of 12. The higher the caster rolls, the more awesomesauce their spells is. However should a caster roll a 2-11 the spell is lost for the day… Should the caster roll a 1, they suffer corruption, misfire, patron taint, and etc.

I just started playing the new Dragon Age: Inquisition game (which I’m really fucking enjoying at the moment) and once again shit is going on with the Fade (the realm of demons, magic, and dreams) and it is tearing open, letting demons and spirits come into the physical world… That got me thinking that I really would like that kinda thing in my 5e game… I don’t want to PUNISH my casters (this isn’t Hubris after all) for being what they are… but I want a REASON for witchhunters to be after them… I want a reason (aside from flinging fireballs and cleaning off the blood on their clothes with Prestidigitation) for the common folk to fear them…

It’s… MAGIC!

The amount of space between the material plane and the other planes is a thin barrier unseen by the mortal eye… When someone messes with magic, be it arcane, divine, or nature they risk tearing open that barrier and unleashing unwelcome guests unto the world.

Each time a spell is cast the % chance is increased and a roll must be made to see if the barrier gives way. Consult the tables below for the increase per spell level.

Arcane Spells

Spell Level

Percentage Increase

1-2

5%

3-4

10%

5

15%

6

20%

7

25%

8

30%

9

40%

Divine and Nature Spells

Spell Level

Percentage Increase

1-2

5%

3-4

5%

5

10%

6

15%

7

20%

8

25%

9

30%

Should the barrier be ripped open, it allows spirits (malicious or friendly), demons, nightmares, and elementals to cross over into our world and roam free until killed, convinced to return, or banished. Roll on the table below to see what comes out of the barrier. Use your favorite Monster Manual for the stats on the monster.

A guardian spirit emerges from the barrier and casts a protective spell on all cater allies. This absorbs the damage from the next successful attack or spell. Effect lasts for 24 hours or until the sun rises, whichever comes first.

81-85

A wave of fear envelopes all targets within a 1 mile radius of the tear in the barrier. This functions like the Fear spell. The effect lasts for 1 minute or until a successful Wis/Wisdom save is made.

86-87

Demon- CR from 3-6

88-90

Devil- CR from 3-6

91-92

Celestial being- CR from 3-6

93-94

A horrid dream emerges from barrier and attacks the caster- As phantasmal killer cast by an 8th level wizard.

Dwarves often brag about being descendants of mountain gods, and while that may very well be true your kind has been hewn from the very mountains themselves. Your skin is coarse and rough like granite, and has a greyish tint.

Like a boulder you are immovable, stubborn, and fixed rigid in your beliefs of justice and what is right as you ae in your assuredness of your kinds glorious creation.

Stone Skin. Once per day a stone dwarf can cause their skin to become thick and harden, becoming stone-like. They gain resilience against bludgeoning, piercing, and slashing damage for a number of 3 + Constitution modifier. While in this state the dwarf’s movement is reduced by 5’ and their weight is increased by 50 lbs. Your fists also harden like stone and deal 1d4+str damage. You can use your bonus action to make a second fist attack.

Stone Death. When a stone dwarf is dropped to zero HP they immediately become stone statue. While in this state the stone dwarf is not immune to damage at 0 HP rule (pg 197). The stone dwarf must still roll (and succeed) on their death saves to live. When the stone dwarf regains consciousness, or is healed to 1HP or above, they transform back to their normal form. Failure means that they permanently become a stone statue. The Hall of Kings of the stone dwarf kingdom is lined with the corpses of fallen heroes, permanently preserved.

You are a shifter, sometimes called “weretouched,” and are the descendant of a human and a natural lycanthrope. You are unable to fully shift into an animal form, but do have bestial features and are able to tap into the ferocity of your animalistic parentage.

You tend to be shunned as a heathen or savage, and many believe that you are capable of spreading the curse of lycanthropy to others. Your kind has been hunted, brutalized, and hated since they first emerged.

Alignment. The wild and bestial ancestry of a shifter causes them to lean more towards chaotic alignment. There are shifters that have learned to control their savage urges and tend to be neutral.

Size. You are medium sized.

Speed. Your base movement is 30 feet.

Lowlight Vision. You can see in lowlight up to 60 feet as if it is well-illuminated.

Shifting. Once per day a shifter is able to tap into their bestial nature and gain benefits ability score benefits that reflect their lycanthrope parentage: Werebear– gain advantage on Constitution rolls. Wererat– gain advantage on Dexterity rolls. Werewolf– gain advantage on Strength rolls. The shift lasts 3+ Constitution modifier rounds. Shifting is a bonus action.

Shifting Power. Shifting powers are something that activate when you use your shifting ability. Choose one when you create your character. This cannot be undone once chosen.

Longtooth: The teeth of the shifter grow to large fangs, gaining a bite attack, dealing 1d6+1 damage. The shifter is proficient with their bite attack.

Cliffwalk: The shifter gains advantage on climbing checks, is able to climb sheer walls, and has a movement speed of 20 feet.

Razorclaw: The claws of the shifter grow large and sharp. The shifter can make one attack with a claw or take a bonus action and make two claw attacks. The claws deal 1d4+str mod damage. The shifter is proficient with their claw attacks.

Wildhunt: The shifter gains the ability of scent for Perception checks on a target up to 30 feet away. If the target is upwind, the range is increased to 60 feet. If the target is downwind, decrease the range to 15 feet. Also the shifter’s movement is increased to 10’ and they are able to move through any sort of natural undergrowth at their normal speed without suffering impairment or damage. Magically manipulated undergrowth still affects the shifter.

You are a white elf, often called a snow elf, known for your alabaster skin, pure white hair, and red-tinted eyes.. Long ago your kind was banished to the northern reaches, forced to survive in brutal winters and lurk around the icy caps of mountain peaks. Your kind survived and now holds a bitter grudge against those that dwell in the warmer climates below. This bitterness keeps you warm in the freezing cold, and has motivated your kind to rebuild a thriving empire where none thought you would survive.

Whether you have left your wintery home in search of adventure, riches, or power you are armed with your cunning, endurance, and tenacity to aid you.

Ability Score Increase. Increase your Strength score by 1.

Cold Blooded. The blood of a white elf is strong against the bitter cold or cold magic. You have resistance to cold damage, natural or spell.

White Elf Magic. Choose one cantrip: Chill touch or Ray of Frost. You now know this cantrip. At 5th level you can cast Misty Step once per day. Intelligence is your spellcasting ability for these spells.

White Elf Vengeance. Bitterness runs through your blood. If an enemy successfully strikes you with a melee or ranged attack, you gain +1 damage on your next attack against them. If your attack misses, the effect is spent. This effect does not stack with multiple attacks and only one target can be the focus of your vengeance at a time.

After the tragic demise of the cleric in the last session and the brutal fight the ensued to drop the vile Ankheg, the group decided to travel about a mile away from the creepy house and sleep under a weeping willow that rested on a large hillock. After the sleeping order was decided I rolled on a few tables to determine if something fun happened. The group decided no fire would be made- they would wait in total darkness.

Two of the four watches went off without a hitch, however during John and Lisa’s fun stuff happened.

In the middle of the night during John’s watch a scream pierced the night, issuing from the creepy house of the demon sorcerer Gargamel, and a bright light could be seen blinking from the second story window. John said, “Wow… that’s fucked up! We’re actually gonna go IN THERE…” but did nothing.

Rise and shine

During Lisa’s watch, she heard a faint growl and quickly looked around. However being that she is human and can’t see in the dark, she was pretty screwed. She did, however, see glowing eyes and let out a cry to wake everyone up. The creatures got an attack before anyone could rise (which I rolled poorly on). When the group came to and saw what was going on, they were greeted by hideous anthropomorphic hyena men… the group sprang into action and after taking a few hard knocks, brought down the beasts. They explored down the hill and found a large bag that was squirming. When they opened it they found a fair-haired young man who was headed to Saltmarsh to help the temple of Pelor.

One of the members sighed, “Oh thank fuck, we have a new cleric!”

The young man took on a strange Hugh Grant style muttering, “Umm.. I’m a man of faith, but I cannot yet perform the miracles of a cleric. I have not been blessed by Pelor to aid his followers in that way yet.”

The group looked at me, “You son of a bitch.”

After a few extra hours of sleep the group ventured back to the mansion

and begin to investigate the inside of this dilapidated building.

Into the Haunted Mansion… of Boring…

Aside: I purchased the Sinister Secrets of Saltmarsh when WotC first released all the original D&D goodies on Drivethru RPG (as it was highly recommended as an amazing module). I have no doubt that at the time it was really good (and indeed, probably groundbreaking, etc.), but I found it pretty cut and dry and boring. There wasn’t much going on in it and the random encounters really didn’t make sense to me… it felt like “let’s have a random encounter just for the sake of having one in here” kinda thing… I know it’s supposed to a nod to sword and sorcery stuff where the actually villain is nothing but mankind rather than actual spooks, specters, and goblins… but I wanted more… I’ve also admittedly become spoiled by amazing modern adventures like: Scenic Dunnsmouth, Death Frost Doom, Forgive Us, Sailors on the Starless Sea, etc.

I beefed up things in the module and I also linked it to my own machinations of what I want to happen in this campaign.

First- I nixed the random encounters entirely. I had goblins in one room on the second floor with a bunch of crates that was their living quarters in room 17 on the second floor- this also gave validity to the assassin’s story who was pretending to be attacked and tied up by goblins.

Second- the room in the basement that the smugglers just boarded up because they were scared of the skeletons (which is rightfully so- because it’s a six skeleton combat) is boring and cliche- so I nixed that as well… I’ll have to explain the change in recap six however, because my players have two rooms left to investigate in the whole mansion.

Third- I changed the motivations (slightly) of the assassin. He was still there to stop the players from investigating, but he had other reasons (aside from the smuggling operation) to want the adventurers dead.

Fourth- I added a captive down in the final confrontation area. A woman, badly beaten, lashed, and suspended from the ceiling.

I won’t give a room by room blow of the module, but will give a few highlights:

Room 13- Giant spiders attacking the group from the ceiling because they forgot to look up when checking out the room. This prompted many “I look up!” reactions in the next several rooms.

Room 15- Ned the Assassin- the group debating about taking him as if he wasn’t even there.

Room 17- Stephen raging and going berserk at the goblins, toppling over or smashing any box he could see.

Room 19- The betrayal of Ned the Assassin. It never ceases to amaze me how butthurt and eager for vengeance players get when they are betrayed… Ned knocked out the NPC they had rescued from the gnolls and then thrown a sleeping potion on Lisa, knocking her out cold. He failed his back attack on Stephen. The group then went into uber-vengeance mode. Chuck won initiative and cast magic missile at him and killed him.. The holes created by the missiles seeped green goup, and Ned fell dead.

Room 20- The rot grub was fun. Chuck was the one who checked the corpse and got a grub crawling up his arm and disappearing into his marrow. Lisa succeeded on a knowledge nature check and identified that only holy remedies or fire would like the rot grub. Chuck Fire Bolted his arm, almost killing himself (8 damage), but dammit!! He killed that grub.

Hallway outside Room 27- The final battle. This was a pretty brutal fight. The players fought against 2 gnolls, 3 bandits, and a level 3 wizard. I had the wizard cast invisibility before showing up to the fight and observe who would be the biggest threat- it was Chuck (as a caster). The wizard materialized and launched a magic missile at him (lvl 1). This prompted a “who’s wand is bigger” duel between Chuck and the enemy wizard… Chuck nuked the evil wizard hard, but in the end was unable to drop him. The wizard retaliated with a level 2 magic missile that dropped Chuck (and almost killed him from sheer damage output). The group did their best to kick the ass of the bandits and the gnolls.

Aside: Poor Lisa was rolling TERRIBLE during this part of the session- she failed every single attack roll… However she did kick ass at the end- the wizard was dropped to 2 HP and turned to flee. She gave chase, caught up, and smashed a vial of acid on the wizard’s head for max damage- melting his head bye bye.

Room 27- The group found a young girl suspended from the ceiling, naked, lashed, and beaten badly. The group got her down, clothed, her and made her comfortable.

This is where we ended the session. The group decided that they were going to go back and explore the last two rooms that they passed up because they were giving a bandit (room 20) chase- this lead to the final fight in room 27.

While I think that much of Sinister Secrets of Saltmarsh was boring for my spoiled modern adventure mind- it was still fun to run the players through and see their reactions… so in the end it was a win.

I thought it would be fun to hack the Pathfinder Oracle class to 5e… At first I pondered doing it at a cleric variant… but then decided to hell with that, since an oracle is born and not trained, it made more sense (to me) to make it a sorcerous origin and just have the sorcerer cast clerical spells rather than arcane ones.

I looked at the miracles in the Pathfinder Advanced Players guide and took some inspiration from them, but largely just took the domains mentioned in the 5e book and just created some abilities that I felt fit the flavor.

Anyways, enjoy!

Oracle

Years ago, before you were born, your mother or father came across a god disguised in mortal form and they fell madly in-love. While their love was potent and burned bright, it was not meant to be. Eventually your deity-parent returned to their realm, leaving your mortal parent to care for you. When you were born, it was immediately evident that you were special and not cut of the normal ilk. You were conceived by an all-powerful deity and the very power of divinity courses through your veins. While clerics, existing as lesser beings, must beg and pray for their spells and abilities from their gods, you wield the raw might of righteousness and power at your fingertips.

Casting Variation

An oracle does not cast arcane spells like other sorcerers, but instead casts cleric spells. An oracle still knows a limited number of spells (PHB, pg 100) and does not need to prepare (or pray) their spells to cast them. The oracle chooses spells from the cleric spell list.

Oracle Curse

At 1st level a cleric chooses a curse that hinders them in some way. While you are born from a deity, your mortal flesh is still weak, and the power that birthed you has also afflicted you.

Clouded vision– Your eyes are clouded over, obscuring your vision beyond 30 feet and you see only in shades of white, grey, and black. However you gain the benefits of darkvison and can see up to 60 feet in complete darkness.

Deaf– You cannot hear and suffer all negative conditions associated with this malady. However you gain advantage to sight based perception checks.

Haunted– Trickster and slightly malicious spirits follow you around and cause havoc around you. Whenever the GM feels it is appropriate they can roll a 1d4. On a 4 the spirits decide to have fun. This can manifest in any number of interesting ways. Here are some examples: Items are harder to find in your pack; small gusts of wind blow out your candle/torch; items you drop spin 10 feet away from you; small items fall of shelves or fly across the room. Add Mage Hand to your list of spells known.

Lame– One of your legs is lame and doesn’t work right. If your movement speed is 30 ft, reduce it by 10. If it is 25 ft, reduce it by 5. Your movement cannot be reduced by armor.

Tongues– When in times of stress or battle you begin speaking in tongues. Choose a new language and add it to your list of bonus languages. During combat or stressful situations you can only speak or understand that language. This does not affect your spellcasting ability unless the spell states it must be spoken in a specific language.

Wasting– Your body is wasting away and you look like a shriveled, nearly dead husk. You suffer disadvantage to all Charisma based checks that deal with appearance (except Intimidation) and receive 1 less hit point per level (minimum of 0). You also gain advantage to all Constitution saves vs disease.

Mission

At 1st level choose a mission that reflects the whisperings of the deities that the echo through the oracle’s head. As the oracle gains levels the abilities grow in power. Once this choice is made, it cannot be undone. – Choose a mission:

Battle– You are proficient with all simple weapons and shields (wielding a shield can impede on your spellcasting ability).

Death– You gain advantage on knowledge rolls against the undead.

Knowledge– You are proficient in the History skill.

Life– You are proficient in the Medicine skill.

Vengeance– If an enemy successfully strikes you with a spell or attack, your next attack against them, if successful, deals an additional 1 point of damage.

6th level

Battle– You are proficient with all martial weapons. Also, if you take no other action, you gain a second attack as a bonus action.

Death– When you kill an enemy with a weapon or spell, you gain 1d4 HP back (cannot go over maximum hit points).

Knowledge– You gain advantage on any Intelligence roll dealing the knowledge or history.

Life– Once per day you can spend 5 sorcery points and send out a burst of healing energy. Any friendly target within a 30 foot radius is healed for 2d4+1 HP.

Vengeance– If you take damage from an enemy you gain advantage on your next attack roll against that target.

14th level

Battle– You gain a second melee or ranged attack per round.

Death– You are immune to diseases transmitted by undead creatures.

Knowledge– You are able to cast Augury one time per day for free.

Life– You gain the use of the second wind ability (as per fighter class).

Vengeance– If an enemy strikes you in combat they must succeed a DC 15 Wisdom save or suffer disadvantage on all future attacks against you for 1d4 rounds.

18th level

Battle– Once per day you can spend 7 sorcery points to issue a fierce battle cry, granting all advantage to all allies on their next three melee or ranged attack rolls.

Death– You ignore your first failed roll on your Death Save (once per day).

Knowledge– Once per day you can spend 7 sorcery points and drain the Intelligence from a creature. The afflicted target suffers disadvantage to all Intelligence based rolls for 24 hours.

Life– You gain advantage on your first roll on your death save (once per day).

Vengeance– When a creature strikes you with a physical or magical attack that deals damage you can spend 10 sorcery points and reflect that damage back at the attacker. By spending an additional 5 points you can also deal that damage to two additional targets within 15 feet of the attack.